mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
189 lines
5.6 KiB
C++
189 lines
5.6 KiB
C++
#pragma once
|
|
|
|
#include <typeinfo>
|
|
|
|
#include "SDL.h"
|
|
#include "gui/CIntObjectClasses.h"
|
|
#include "GUIClasses.h"
|
|
#include "AdventureMapClasses.h"
|
|
|
|
class CDefHandler;
|
|
class CCallback;
|
|
struct CGPath;
|
|
class CAdvMapInt;
|
|
class CGHeroInstance;
|
|
class CGTownInstance;
|
|
class CHeroWindow;
|
|
class CSpell;
|
|
class IShipyard;
|
|
|
|
/*****************************/
|
|
|
|
/*
|
|
* CAdvmapInterface.h, part of VCMI engine
|
|
*
|
|
* Authors: listed in file AUTHORS in main folder
|
|
*
|
|
* License: GNU General Public License v2.0 or later
|
|
* Full text of license available in license.txt file, in main folder
|
|
*
|
|
*/
|
|
|
|
/// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,...
|
|
class CAdventureOptions : public CWindowObject
|
|
{
|
|
public:
|
|
CAdventureMapButton *exit, *viewWorld, *puzzle, *dig, *scenInfo, *replay;
|
|
|
|
CAdventureOptions();
|
|
static void showScenarioInfo();
|
|
};
|
|
|
|
/// Holds information about which tiles of the terrain are shown/not shown at the screen
|
|
class CTerrainRect
|
|
: public CIntObject
|
|
{
|
|
public:
|
|
int tilesw, tilesh; //width and height of terrain to blit in tiles
|
|
int3 curHoveredTile;
|
|
int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
|
|
|
|
CTerrainRect();
|
|
CGPath * currentPath;
|
|
void deactivate();
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
void hover(bool on);
|
|
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
|
|
void show(SDL_Surface * to);
|
|
void showPath(const SDL_Rect * extRect, SDL_Surface * to);
|
|
int3 whichTileIsIt(const int & x, const int & y); //x,y are cursor position
|
|
int3 whichTileIsIt(); //uses current cursor pos
|
|
};
|
|
|
|
/// Resources bar which shows information about how many gold, crystals,... you have
|
|
/// Current date is displayed too
|
|
class CResDataBar : public CIntObject
|
|
{
|
|
public:
|
|
SDL_Surface * bg;
|
|
std::vector<std::pair<int,int> > txtpos;
|
|
std::string datetext;
|
|
|
|
void clickRight(tribool down, bool previousState);
|
|
CResDataBar();
|
|
CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
|
|
~CResDataBar();
|
|
|
|
void draw(SDL_Surface * to);
|
|
void show(SDL_Surface * to);
|
|
void showAll(SDL_Surface * to);
|
|
};
|
|
|
|
/// That's a huge class which handles general adventure map actions and
|
|
/// shows the right menu(questlog, spellbook, end turn,..) from where you
|
|
/// can get to the towns and heroes.
|
|
class CAdvMapInt : public CIntObject
|
|
{
|
|
//get top selectable object at tile
|
|
const CGObjectInstance *getBlockingObject(const int3 &tile);
|
|
|
|
public:
|
|
CAdvMapInt();
|
|
~CAdvMapInt();
|
|
|
|
int3 position; //top left corner of visible map part
|
|
PlayerColor player;
|
|
|
|
bool duringAITurn;
|
|
|
|
enum{LEFT=1, RIGHT=2, UP=4, DOWN=8};
|
|
ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN
|
|
|
|
enum{NA, INGAME, WAITING} state;
|
|
|
|
bool updateScreen;
|
|
ui8 anim, animValHitCount; //animation frame
|
|
ui8 heroAnim, heroAnimValHitCount; //animation frame
|
|
|
|
SDL_Surface * bg;
|
|
std::vector<CDefHandler *> gems;
|
|
CMinimap minimap;
|
|
CGStatusBar statusbar;
|
|
|
|
CAdventureMapButton kingOverview,//- kingdom overview
|
|
underground,//- underground switch
|
|
questlog,//- questlog
|
|
sleepWake, //- sleep/wake hero
|
|
moveHero, //- move hero
|
|
spellbook,//- spellbook
|
|
advOptions, //- adventure options
|
|
sysOptions,//- system options
|
|
nextHero, //- next hero
|
|
endTurn;//- end turn
|
|
|
|
CTerrainRect terrain; //visible terrain
|
|
CResDataBar resdatabar;
|
|
CHeroList heroList;
|
|
CTownList townList;
|
|
CInfoBar infoBar;
|
|
|
|
const CSpell *spellBeingCasted; //nullptr if none
|
|
|
|
const CArmedInstance *selection; //currently selected town/hero
|
|
|
|
//functions bound to buttons
|
|
void fshowOverview();
|
|
void fswitchLevel();
|
|
void fshowQuestlog();
|
|
void fsleepWake();
|
|
void fmoveHero();
|
|
void fshowSpellbok();
|
|
void fadventureOPtions();
|
|
void fsystemOptions();
|
|
void fnextHero();
|
|
void fendTurn();
|
|
|
|
void activate();
|
|
void deactivate();
|
|
|
|
void show(SDL_Surface * to); //redraws terrain
|
|
void showAll(SDL_Surface * to); //shows and activates adv. map interface
|
|
|
|
void select(const CArmedInstance *sel, bool centerView = true);
|
|
void selectionChanged();
|
|
void centerOn(int3 on);
|
|
void centerOn(const CGObjectInstance *obj);
|
|
int3 verifyPos(int3 ver);
|
|
void handleRightClick(std::string text, tribool down);
|
|
void keyPressed(const SDL_KeyboardEvent & key);
|
|
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
|
|
bool isActive();
|
|
|
|
bool isHeroSleeping(const CGHeroInstance *hero);
|
|
void setHeroSleeping(const CGHeroInstance *hero, bool sleep);
|
|
int getNextHeroIndex(int startIndex); //for Next Hero button - cycles awake heroes with movement only
|
|
|
|
void setPlayer(PlayerColor Player);
|
|
void startHotSeatWait(PlayerColor Player);
|
|
void startTurn();
|
|
void endingTurn();
|
|
void aiTurnStarted();
|
|
|
|
void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
|
|
void tileLClicked(const int3 &mapPos);
|
|
void tileHovered(const int3 &mapPos);
|
|
void tileRClicked(const int3 &mapPos);
|
|
void enterCastingMode(const CSpell * sp);
|
|
void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1));
|
|
const CGHeroInstance * curHero() const;
|
|
const CGTownInstance * curTown() const;
|
|
const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
|
|
//button updates
|
|
void updateSleepWake(const CGHeroInstance *h);
|
|
void updateMoveHero(const CGHeroInstance *h, tribool hasPath = boost::logic::indeterminate);
|
|
void updateNextHero(const CGHeroInstance *h);
|
|
};
|
|
|
|
extern CAdvMapInt *adventureInt;
|